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character_
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| Author | SHA1 | Date | |
|---|---|---|---|
| 5c674c41a4 | |||
| 3b72c6a01a | |||
| 17698b4842 | |||
| 2f70d6949f | |||
| 27341fd1b1 | |||
| 721898dd7a |
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20
Assets/Scripts/BillboardBehaviour.cs
Normal file
20
Assets/Scripts/BillboardBehaviour.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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public class BillboardBehaviour : MonoBehaviour
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{
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private Vector3 initialRotation;
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// Start is called before the first frame update
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void Start()
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{
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initialRotation = transform.rotation.eulerAngles;
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}
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// Update is called once per frame
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void Update()
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{
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transform.LookAt(Camera.main.transform.position);
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transform.rotation = Quaternion.Euler(new Vector3(initialRotation.x, transform.rotation.eulerAngles.y, initialRotation.z));
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}
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}
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fileFormatVersion: 2
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@@ -1,38 +0,0 @@
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using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using UnityEngine;
|
||||
|
||||
public class CharacterManager : MonoBehaviour
|
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{
|
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public static CharacterManager Instance;
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|
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[SerializeField] private List<CharacterData> m_characterDatas;
|
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|
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public ReadOnlyCollection<CharacterData> CharacterDatas => m_characterDatas.AsReadOnly();
|
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|
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private Dictionary<string, bool> m_interviewed = new Dictionary<string, bool>();
|
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|
||||
private void Awake()
|
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{
|
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if (Instance == null)
|
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{
|
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Instance = this;
|
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}
|
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else
|
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{
|
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Debug.LogWarning("There can only be one instance of the CharacterManager class");
|
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}
|
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}
|
||||
|
||||
// Returns if a character has been interviewed.
|
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public bool CharacterInterviewed(string name)
|
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{
|
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return m_interviewed.ContainsKey(name);
|
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}
|
||||
|
||||
// Stores a character as interviewed.
|
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public void SetInterviewed(string name)
|
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{
|
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m_interviewed.Add(name, true);
|
||||
}
|
||||
}
|
||||
@@ -1,48 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
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public class CharacterSheetController : MonoBehaviour
|
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{
|
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[SerializeField] private TMP_Text m_characterNameText;
|
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[SerializeField] private TMP_Text m_line;
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[SerializeField] private Transform m_lineHolder;
|
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|
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private Dictionary<string, GameObject> m_lines = new Dictionary<string, GameObject>();
|
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|
||||
public void Cleanup()
|
||||
{
|
||||
foreach(var line in m_lines)
|
||||
{
|
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Destroy(line.Value);
|
||||
}
|
||||
|
||||
m_lines.Clear();
|
||||
}
|
||||
|
||||
public void SetName(string name)
|
||||
{
|
||||
m_characterNameText.text = name;
|
||||
}
|
||||
|
||||
// Adds a line to the character sheet.
|
||||
public void AddLine(string lineText)
|
||||
{
|
||||
if (LineExists(lineText))
|
||||
return;
|
||||
|
||||
var line = Instantiate(m_line, m_lineHolder);
|
||||
line.text = lineText;
|
||||
|
||||
line.gameObject.SetActive(true);
|
||||
|
||||
m_lines.Add(lineText, line.gameObject);
|
||||
}
|
||||
|
||||
// Returns if the line has already been added.
|
||||
private bool LineExists(string lineText)
|
||||
{
|
||||
return m_lines.ContainsKey(lineText);
|
||||
}
|
||||
}
|
||||
@@ -3,7 +3,6 @@
|
||||
public class Dialogue
|
||||
{
|
||||
public string text;
|
||||
public string bulletizedText;
|
||||
}
|
||||
|
||||
public class QuestionData
|
||||
|
||||
@@ -1,31 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DialogueController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private DialoguePanel m_dialoguePanel;
|
||||
[SerializeField] private List<CharacterData> m_characterDatas;
|
||||
|
||||
// DEBUG - Will need replacing with the character you selected.
|
||||
private void Start()
|
||||
{
|
||||
DisplayCharacterText(CharacterManager.Instance.CharacterDatas[0]);
|
||||
|
||||
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
|
||||
DisplayCharacterText(m_characterDatas[0]);
|
||||
}
|
||||
|
||||
public void DisplayCharacterText(CharacterData character)
|
||||
{
|
||||
m_dialoguePanel.Setup(character);
|
||||
}
|
||||
|
||||
public void OnQuestionsFinished(string characterName)
|
||||
{
|
||||
Debug.Log($"DialogueController: Character {characterName} finished interviewing");
|
||||
|
||||
CharacterManager.Instance.SetInterviewed(characterName);
|
||||
|
||||
// TODO: stop the dialogue and return to gameplay...
|
||||
// TODO: we could probably show a "Quit" button highlighted.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
@@ -6,25 +5,17 @@ using UnityEngine.UI;
|
||||
|
||||
public class DialoguePanel : MonoBehaviour
|
||||
{
|
||||
public Action<string> OnQuestionsFinished;
|
||||
|
||||
[SerializeField] private Transform m_questionHolder;
|
||||
[SerializeField] private Button m_questionButton;
|
||||
|
||||
[SerializeField] private TMP_Text m_characterNameText;
|
||||
[SerializeField] private TMP_Text m_characterText;
|
||||
[SerializeField] private CharacterSheetController m_characterSheetController;
|
||||
|
||||
private const float TypingSpeed = 0.03f;
|
||||
|
||||
private CharacterData m_currentCharacter;
|
||||
private bool m_skipped = false;
|
||||
|
||||
private int m_questionCount = QuestionData.Questions.Length;
|
||||
private int m_questionsAsked = 0;
|
||||
|
||||
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
PopulateQuestionButtons();
|
||||
@@ -36,9 +27,6 @@ public class DialoguePanel : MonoBehaviour
|
||||
{
|
||||
Cleanup();
|
||||
|
||||
m_characterSheetController.Cleanup();
|
||||
m_characterSheetController.SetName(characterData.name);
|
||||
|
||||
m_currentCharacter = characterData;
|
||||
m_characterNameText.text = characterData.name;
|
||||
|
||||
@@ -96,13 +84,6 @@ public class DialoguePanel : MonoBehaviour
|
||||
m_skipped = true;
|
||||
m_characterText.text = text;
|
||||
|
||||
// If we've asked all the questions we should mark this character as interviewed and continue.
|
||||
if (QuestionsFinished)
|
||||
{
|
||||
OnQuestionsFinished?.Invoke(m_currentCharacter.name);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Re-enable the questions.
|
||||
m_questionHolder.gameObject.SetActive(true);
|
||||
}
|
||||
@@ -110,16 +91,14 @@ public class DialoguePanel : MonoBehaviour
|
||||
// Handles displaying the correct dialogue for the question.
|
||||
private void OnQuestionButtonClicked(int index)
|
||||
{
|
||||
//Debug.Log("Player picked option " + index);
|
||||
|
||||
Cleanup();
|
||||
|
||||
var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
|
||||
StartCoroutine(DisplayText(dialogueOption.text));
|
||||
|
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// TODO: we should update the sheet with this information.
|
||||
m_characterSheetController.AddLine(dialogueOption.text);
|
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|
||||
// Increment questions asked.
|
||||
m_questionsAsked++;
|
||||
}
|
||||
|
||||
// Callback from Unity on the skip button.
|
||||
|
||||
26
Assets/Scripts/PlayerController.cs
Normal file
26
Assets/Scripts/PlayerController.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
public Vector3 forward;
|
||||
public Camera playerCam;
|
||||
public float xLimit = 45;
|
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public float yLimit = 25;
|
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// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
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}
|
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|
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// Update is called once per frame
|
||||
void Update()
|
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{
|
||||
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
|
||||
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
|
||||
|
||||
Quaternion rotation = Quaternion.Euler(yLimit * mouseY, xLimit * mouseX, 0);
|
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playerCam.transform.rotation = rotation;
|
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}
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}
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@@ -1,5 +1,5 @@
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MonoImporter:
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externalObjects: {}
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48
Assets/Scripts/QuestManager.cs
Normal file
48
Assets/Scripts/QuestManager.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class QuestManager : MonoBehaviour
|
||||
{
|
||||
public int activeQuest = 0;
|
||||
|
||||
public Quest[] quests = {
|
||||
new Quest(_name: "Advert Quest 1", _desc: "Find someone to hand out flyers to advertise our tavern to adventurers. Strength, dexterity, intelligence: doesn<73>t matter, find someone who would do this for as little money as possible.", _failedStr: "Damn, that didn<64>t work at all. That robot just randomly started playing an instrument, much to the dismay of the townspeople.", _strength: 0, _intelligence: 0, _charisma: 5),
|
||||
};
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
foreach (Quest quest in quests)
|
||||
{
|
||||
Debug.Log(quest.name);
|
||||
Debug.Log(quest.description);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Quest
|
||||
{
|
||||
public string name;
|
||||
public string description;
|
||||
public string failedStr;
|
||||
public int strength, intelligence, charisma;
|
||||
|
||||
public Quest(string _name, string _desc, string _failedStr, int _strength, int _intelligence, int _charisma)
|
||||
{
|
||||
this.name = _name;
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this.description = _desc;
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this.failedStr = _failedStr;
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this.strength = _strength;
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this.intelligence = _intelligence;
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this.charisma = _charisma;
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}
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}
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11
Assets/Scripts/QuestManager.cs.meta
Normal file
11
Assets/Scripts/QuestManager.cs.meta
Normal file
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userData:
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assetBundleName:
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assetBundleVariant:
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121
ProjectSettings/SceneTemplateSettings.json
Normal file
121
ProjectSettings/SceneTemplateSettings.json
Normal file
@@ -0,0 +1,121 @@
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{
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"templatePinStates": [],
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"dependencyTypeInfos": [
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{
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"userAdded": false,
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"type": "UnityEngine.AnimationClip",
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},
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"userAdded": false,
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"type": "UnityEditor.Audio.AudioMixerController",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.ComputeShader",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Cubemap",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.GameObject",
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},
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{
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"userAdded": false,
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"type": "UnityEditor.LightingDataAsset",
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"defaultInstantiationMode": 0
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},
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"userAdded": false,
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"type": "UnityEngine.LightingSettings",
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"defaultInstantiationMode": 0
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},
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"userAdded": false,
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"type": "UnityEngine.Material",
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"userAdded": false,
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},
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{
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"userAdded": false,
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"type": "UnityEngine.PhysicMaterial",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.PhysicsMaterial2D",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Rendering.VolumeProfile",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEditor.SceneAsset",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Shader",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.ShaderVariantCollection",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Texture",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Texture2D",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Timeline.TimelineAsset",
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}
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],
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"userAdded": false,
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"type": "<default_scene_template_dependencies>",
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"defaultInstantiationMode": 1
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},
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"newSceneOverride": 0
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}
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Reference in New Issue
Block a user